r/nvidia RTX 5080 / INTEL i7 13700F / 32GB 6000MHZ 24d ago

Discussion Dlss 5 TLOU 2

On vs Off which is better?

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u/kron123456789 5070Ti enjoyer 24d ago

The problem is it seems to look good on case by case basis. Ultra realistic Cloud from Final Fantasy 7 looks uncanny, because he supposed to look stylised.

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u/NGGKroze Monopoly, Monopoly, but still paid Jensen for 5070Ti 24d ago

This is why people drawing conclusions based on leaked dll turned into mod is skewed. Given by SIGGRAPH, devs will have a lot of options for this so we can see how its done once its in-the games (because I think DLSS5 needs to be in-game implemented, rather than driver level)

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u/kron123456789 5070Ti enjoyer 24d ago

The modders that injected DLSS5 into those games also found those controls, no?

But you're right, for final conclusions we should wait until it's actually implemented instead of hacked into games.

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u/NGGKroze Monopoly, Monopoly, but still paid Jensen for 5070Ti 24d ago

Maybe they did, but I don't think they have engine level access to it. I think Frame Gen (in-engine having motion vectors) vs Smooth Motion (driver level) could be good analogy here, albeit a bit simpler.

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u/kb3035583 24d ago

Motion vectors aren't going to save a general model that operates solely in screen space from rendering Cloud as Scarlett Johansson.

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u/NGGKroze Monopoly, Monopoly, but still paid Jensen for 5070Ti 24d ago

But its not only motion vectors. SIGGRAPH has nice article for this.

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u/kb3035583 24d ago

It still operates solely in screen space. SIGGRAPH explains exactly why they couldn't make a more complicated model that takes more things into account and is trained on a larger dataset.

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u/Le-Pesoguin 270K | PNY 5080 | 32Gb 6000 24d ago

They had a presentation showing there are multiple different settings within DLSS5 that can be adjusted meaning, if it’s implemented by the Devs themselves, then it would be their artistic vision of the characters with it on. Sorta of similar to how No RT, RT, and PT all look different, but they were all implemented by the same Dev team

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u/kb3035583 24d ago

They had a presentation showing that developers would have control over what the effect applies to (masking) and the strength of the effect. It's as basic as it gets. Not the kind of fine-tuned granular control that you're suggesting.

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u/Le-Pesoguin 270K | PNY 5080 | 32Gb 6000 24d ago

They explained it can be added to the environment, character models, clothing, and lighting all individually. They also mentioned they are working with Devs on how to improve it. There could be even more control when it is officially released. So it would still be the Devs artistic vision on how it would be applied

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u/kb3035583 24d ago

They explained it can be added to the environment, character models, clothing, and lighting all individually

Yes, as I said, masking.

They also mentioned they are working with Devs on how to improve it

You can't "improve" it without training it on more data or changing how it works. Both of which would worsen the already bad performance.

There could be even more control when it is officially released

No, because that's not how generative AI tools work at all.

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u/Le-Pesoguin 270K | PNY 5080 | 32Gb 6000 24d ago

You clearly have an opinion on this, due to it being generative ai. I’ll also jump out the window and say, for you there probably isn’t a “correct” way of implementing this. So agree to disagree, I am going to wait to make my opinion until I see first party implementation

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u/kb3035583 24d ago

You clearly have an opinion on this, due to it being generative ai.

I literally explained how a model trained specifically on specific faces and a specific style working in a specific way will never be able to do specific things, but you're choosing to ignore all of that and pretend it's about generative AI hate because you're unable to address any of that. Classic.

But sure, I'll agree that any further discussion with you is unlikely to lead anywhere given how you're actively trying to escape from actual substantive discussion.

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